Monthly Archives: July 2011

Perfect World 2011 Review – Genesis

Perfect World 2011 Review- Genesis

By Bryan King, OnRPG Journalist

 

 

 

Upon release, Perfect World was possibly one of the most anticipated games of 2008. It’s been three years, but Perfect World has not stopped growing. Genesis, Perfect World’s latest expansion, provides a great deal of content for players to enjoy, including a new race, two new classes, new areas, dungeons, and guild bases. Will Perfect World withstand the test of time that usually plagues MMOs? Read below to find out…

 

Genesis Lore:

“There will be a time when the beautiful world will cease to exist as we know it today.

The land of Perfect World will suffer destruction the likes of which has never been seen. The world will be torn apart, leaving massive crevasses across its surface. The oceans will rage with turmoil and the tides will swallow everything in their path. The races of the world, thrown into chaos, will not understand what is happening to their beautiful world.”


The Time of the Prophecy Has Come.

However, within the depths of the underground, an ancient race of people with arcane powers and innate psychic abilities have foreseen the coming of this post-apocalyptic world. In knowing the future, they have dedicated their lives to prepare for such a day. The time has now come for them to emerge from the underground. They must join the other races of Perfect World and fight alongside them through the coming disaster.


“This thing looks EXACTLY like I do IRL O_o” (Character Customization):

Perfect World’s character creation is definitely one of the most notable features within the game. In terms of a fantasy based free to play MMO, Perfect World probably has one of the most extensive and detailed character creation systems ever created. The amount of detailing players can put into their character is astounding, allowing everything from eye shadow color to hair length, to mouth width. I had no problem recreating many of my favorite fictional characters.

 

 

 

The flawless character customization even allows you to upload a reference image. So, if you want to go ahead and conjure up a spitting image of Justin Bieber, just so you can fly as high as you can into the air and watch him fall endlessly to the ground, you can find an image on Google, download it, and upload it in-game so you have a guide to use without having to alt tab. Other F2P games definitely need to take a page out of Perfect World: Genesis’ book when it comes to character creation. The two most recent expansion races simply add even more content, with the Earthguard and the Tideborn allowing more customization to player taste.

 

Gameplay:

Perfect World: Genesis expands upon the already established franchise by adding the Earthguard race, which carries with it the Seeker and Mystic classes. These two classes possess many new skills and up the total to 10 classes. Perfect World definitely allows for much variability in terms of gameplay between the ten classes (Archer, Assassin, Barbarian, Blademaster, Cleric, Mystic, Psychic, Seeker, Venomancer, and Wizard), and the five races (Earthguard, Human, Tideborn, Untamed, Winged Elves). The gameplay aspects of the classes, allow various mixtures of combat, ranging from aerial combat, to underwater battles, and last but not least, those on land. Winged Elves are the only class that can fly from level one, as their name implies, they’re given the gift of flight from birth. Other races have to wait until level 30, unless you buy an Aerogear (flying mount) from the Boutique or earn one via one of the games many events. I felt like flying handled well, but was limited in the long run. Many UI bars made me paranoid as I took off flying, since “acceleration” (a sort of “turbo boost” for the Aerogear) is limited to an expendable reservoir of energy that has to be replenished via in-game items.

 

 

Perfect World’s combat isn’t much to brag about. There are a lot of classes, sure, but the combat system seems very repetitive and has been done many times before. Targeting a mob, using the keys 1-9 or f1-f9, standard MMO stuff. However, the game features many expansive modes such as a very finely tuned Pet System, Territory Control System, and Crafting System. My favorite out of these three is definitely the Territory Control System because I’m a sucker for open world objective based PvP. The Territory Control System allows various guilds to bid on “states” to own in the game. Guilds can battle over these territories and utilize catapults and different types of towers to attack and defend these, leading to an epic-looking battle royale. The grand prize? All guild members get the ability to teleport to the states you own every hour, as well as providing services such as free healing and item identification, thus adding a benefit to fighting so hard and paying so much for a territory. Perfect World isn’t so unique in terms of combat, but is chocked to the brim with a ton of cool features to overcome this weakness and find a way to enjoy the game.

 

Graphics:

Perfect World excels in this aspect. With Perfect World: Genesis, many of the game’s textures have been redone, adding even more beauty to the established franchise. Character detailing is crisp, textures look beautiful, and the overall atmosphere of the game has a great feeling to it. You definitely cannot go wrong in terms of the game’s graphics, especially considering the ability of flight allows you to take in the game’s atmosphere even more.

 

 

Character design is completely customizable, as covered in the character customization section. The lighting effects within towns makes the game look great and shiny when simply exploring the world. I found myself flying around for almost half an hour just taking a look at the massive environment and my eyes ate it all up.

 

Conclusion:

Fundamentally, Perfect World is a simple game. The combat isn’t anything special, the setting doesn’t seem shockingly new, and the classes aren’t novel. However, the various bonus features make it great. Players who have never experienced an MMO are lucky to come across this game, as it is a perfect “bread and butter” introduction to all MMOs , whether they areF2P or P2P, because of the great features. Perfect World is a must play for any MMO gamer, as the features it has aren’t common within the industry.

Are We Spoiled As Gamers?

Are we Spoiled as Gamers?

By Remko Molenaar (Proxzor), OnRPG Journalist

 

 

Back in the old days we used to play hours or even days with just a simple toy such as a cube. Nowadays we cannot get enough satisfaction out of a game. Why is that? Most of the new released MMORPGs have everything you ever wished for, but it still doesn’t give us enough satisfaction to stick to the game. Are we tired of the cube and do we want to play with a ball? Or are we simply just spoiled and growing up? In this article I will give you a look at the most dependable features developers forget.

 

The start of the genre ‘Massively Multiplayer Online Role-Playing Game’.

Back in the 70’s games focused on gameplay without a worry of any bells and whistles such as graphics and sound. What choice did they have? This was a necessity and not a choice. Games such as Pong and Space Invader are still very popular games created in the 70’s, and the concept is simple but working. No one realized at the time that this was the base for what would become the multi-million dollar industry it is today. Jump forward to the age of the Internet and MUDs (Multi-User Dungeons) had begun to evolve. Though simple like Space Invaders in terms of graphics, these simple creations were the base of something greater.

 

The Current Success of the MMORPG

There are hundreds of released MMORPGs nowadays, maybe even more than a thousand, but only a few of them are really successful. Why are they successful? What is the big secret of games such as World of Warcraft, Guildwars, Lord of the Rings Online, RIFT, and Everquest?

 

What makes them so popular? The following factors are in my opinion key to a game’s success:

 

Story

Most of the stories are plain and require little thought for a gamer to comprehend. There is almost always a division between factions, often based on racial differences at  war for global domination or revenge. When its broken down into the obvious components like this is really makes the storyline seem cheesy. But why is a story such an important factor for a game? A lot of MMORPGs lack the depth of a story, it is just poorly made up and has no history or background of what happened earlier at all. Even worse are the games that have deep back stories but merely post them on their websites rather than integrating it into the gameplay itself. In the end most players have a vague knowledge of the surrounding storyline but never feel a vested interest in their character’s role or goals. Sadly Guild Wars was one of the only games to ever really get this right, and for some reason few developers have felt the need to invest time in recapturing the same feel Guild Wars accomplished so long ago.

 

Gameplay

The gameplay is what truly makes or breaks a game. This is by far in my opinion the most important factor of a game, cause who else wants to play a game with clunky controls, lack of freedom and broken game mechanics? Take for example a game such as Minecraft, this game has just the perfect gameplay in every possible way. Even though the graphics suck by modern standards, the game is widely viewed as a success. Yet Minecraft is a mysterious outlier among a sea of games with amazing graphics and no substance.

 

 

Graphics

Honestly I am a graphics whore. I am not saying for example 8bit games are ugly but give me my PS3 sparkles anyday. You might call me spoiled but the first visual impression is what sells me on a game. However for developers, graphics are an extremely costly factor to improve on. It becomes even more hit and miss when dealing with MMOs as the more intense you go on graphics, the more players you are barring from entering the game.

 

I feel like with technology improving as it is though, this limiting factor will soon be a thing of the past. Greater graphics are being programmed more smoothly to function on lower end machines than ever before! Though I’m sure game companies will continue taking the easy way out and pretending nothing has changed for as long as possible to keep costs down.

 

Sound

How important is the music in a game?  You would say it is just a minor factor that would make the game a success but this plays a vital role in the overall aesthetics of a. Imagine hearing the same song or tune over and over, no matter the area you are walking in. Or imagine if the sound of your fireball exploding and sword hitting a shield is exactly the same. This might scare people off and make them mute the sound. I have a friend who has such a pet peeve over repetitive sounds that he has quit games because of it. OnRPG’s Chief Editor once even face planted his keyboard while playing Maplestory after being lulled to sleep by its repetitive and calming music.

 

The Lack of Support

Some companies make a game and quit giving support after a short while. This is one of the most comment reasons given as to why people quit. Lack of content, no updates and hackers/botters taking control of the realm combine into an unholy quagmire that no player should have to endure. In the end this results in games shutting down, merging or closing their servers. To companies that don’t prioritize community support, I wish the same fate of their corporation that their doomed games suffer again and again.

 

 

Are We Spoiled?

No I think we’re not. I think the problem lies at the companies. The development teams might not get enough time to finish their games. This results in missing content and features on the release date or just simply too many bugs which turn people off.

 

The root of this issue of course is money hungry companies focused no short term gains. I’m not going to name companies but some of them kill games with their stupid ideas just to get more money. Can you blame them? No not really because everyone wants money but it causes serious long term damage to the game and brand of the company itself.

 

Just as bad is when these companies undersell the development cost and run out of cash well before the game is through its development cycle. This leads to games released to early with the hope that they can sustain long enough to complete the development cycle post launch. News flash, in today’s competitive industry you won’t survive that long! The conclusion in my eyes is plain and simple. To achieve a goal it requires time, money, dedication, and strong communication between developers, publishers, and their gaming community. Let me know what your take is on this, register on the forum and let me know!

Adventure Quest Worlds Showdown with Vordred is Here

Vordred Showdown is Here!

 

 

The tenth and final piece of the DoomWood saga, featuring the boss battle with the PaladinSlayer Vordred, will be released tonight in AdventureQuest Worlds!

 

The Beginning

The story of Doomwood began 10 weeks ago with a massive undead army invasion ordered by Vordred. The undead army had destroyed all but one of the towns in Doomwood and was preparing to attack the last one.

 

Many brave paladins (whose light-based magic deals devastating amounts of damage against the undead) went to fight Vordred. But none of them came back. Artix, one of the major characters in AdventureQuest Worlds, appeared to be the last remaining paladin. For his own safety, the players locked him up in a jail cell. If they hadn’t, his urge to fight the undead would’ve brought him straight to Vordred and he would’ve suffered the same fate as the other missing paladins.

 

As it turns out, Vordred is immune to light-based attacks… probably because he is protected by more skulls than any other villain in the history of gaming.

 

 

The Revelation

Over the next nine weeks, with Artix in jail, players battled their way through the Chopping Maul (a shopping mall for the undead), infiltrated their way into the Tower of Necromancy, posed as students at the Necromancer U (where else would the evil guys learn how to control the undead?), and freed a dracolich (an undead dragon) in an attempt to discover Vordred’s secret weakness. But instead of Vordred’s secret, the players learned Artix’s.

 

Artix’s axe, the Blinding Light of Destiny, is not light magic-based and Artix isn’t able to cast light-based spells on his own. The axe’s power comes from spirits of the undead. In his lifetime, Artix has slain many undead. Most of them didn’t choose to be undead and were turned against their will. The undead spirits were grateful for being rescued and chose to stay and help Artix battle against more unwillingly-turned undead.

 

 

Vordred’s plan

Vordred teamed up with his master Noxus, the super powerful Lich responsible for creating Vordred himself. Together, they invaded the undead city of Shadowfall and stole the undead army from Gravelyn, the Empress of Shadowfall (evil faction leader of the game). Noxus let his guard down and with Gravelyn’s help the players were able to defeat him.

 

Then, Vordred took the members of the band ArcAttack hostage and forced them to use their Singing Tesla Coils to charge him up into an even more powerful form. The players joined the band and cranked up the voltage to try to fry Vordred. The plan failed. Instead of getting fried, Vordred got a huge charge… and became even more powerful.

 

 

The End

Now, it’s time for the ultimate battle with Vordred. The final boss battle is different from the previous one in the game. It will have five different possible endings, each with its own unique cut-scene and reward. Do you have what it takes to defeat the most powerful undead creature who ever un-lived? Battle Vordred in the epic DoomWood Finale now at www.AQ.com!

Heroes of Newerth Announces F2P Option

Heroes of Newerth Introduces F2P Option

 

 

Today the shocking news came in from S2 that Heroes of Newerth, the Premium Pay To Play MOBA game, was introducing a new F2P option. The reactions of the community have varied from ecstatic to “OMG I Quit!” and the fall-out from this change will surely be interesting to watch.

 

OnRPG will go ahead and list out the basic concepts provided to explain what new free players have access to and how veteran current players will be compensated.

 

 

Three Account Types

 

Basic Accounts are given to anyone who now signs up to play the game for free. Basic Accounts gain access to the weekly 15 free heroes chosen randomly. They are only able to select ‘All Pick’ in the matchmaking options. They are able to purchase additional heroes but only through the in-game store.

 

Verified Accounts are the next level up in the new hierarchy of account status. Basic accounts can be upgraded to this level through their show of dedication to the game. This will be measured by the purchase of cash shop currency (Goblin Coins) or through extensive playtime in the game. These players will be able to enter ‘verified only’ matchmaking which will ensure that only other players with verified status will be chosen to enter their game. They can also play any match making mode but at the cost of tokens or passes.

 

Legacy Accounts are for those who have paid for a HoN account previous to the F2P change. They are also allowed to enter into the verified only matchmaking system. They can also access any game mode without the need of tokens or passes. They will also be able to participate in the ‘Early Access Buys’ to pay to purchase heroes 4 weeks prior to their public release (these heroes are not eligible for tournament play until released publicly).

 

 

Along with this F2P announcement comes a substantial patch providing many fixes and reworks highly demanded by the HoN community (for the most part). A new better hero encyclopedia was added, the spectator mode interface was improved greatly, and matchmaking algorithms should function better than ever before.

 

Be sure to drop by our fast developing OnRPG Forum Thread to give us your opinion on this patch and the F2P change!

Starcraft 2: Journey to Diamond League Wk4

My Journey to Diamond League- Week 4

By Mohammad Abubakr, OnRPG Journalist

 

 

 

I’m back for another week of Starcraft 2 goodness and ready to make a recovery after my miserable showing in week 3 of my Journey to the Diamond League. If you missed my last update, you can check it out HERE. I studied up all the pros’ videos over the weekend and went into each match this week with tactics, map awareness, and build orders ready to go.

 

 

Week 4

Games played: 19

Initial Rank: Bronze – 8

Final Rank: Bronze – 7

Win/Loss: 13 / 6

 

Although I had a positive win to loss ratio, I did not achieve my goal of rank 4. I was busy throughout the whole week and had little time to play before I went to sleep. At the end of the week I was just one to three wins away from achieving rank 5 because ranks 5 to 8 were very close in points.

 

My first game this week went great. I was up against a Terran player that refused to expand. The only time he expanded his base was when his main base ran out of resources. I knew he would eventually have to expand so I waited it out and denied every attempt at expansion! He was never able to successfully expand and slowly ran out of money. It did take some time because I only had ground units so his banshees got annoying. However, after my Hydralisks Den was complete the game was over. Let us just hope the rest of the week goes well; I need to make up for last week.

 

 

I finally got the chance to play a long and epic macro game. As I had mentioned during previous weeks, longer macro games seldom happen at the lower level because my opponents tend to try and end games quickly. During this game I had the honor to attack first. My army consisting of roaches, banelings and Zerglings were broken by a grand formation of marines and tanks.

 

However losses were heavy on both sides. I continued to expand my bases and produce workers while denying my opponent from getting a third expansion. I had a huge economic lead as the game progressed because his bases were beginning to dry up on minerals. Near the end game my army consisted of roaches, banelings and infestors while he had marines, thors and tanks. I split my army’s focus so that the roaches killed the tanks, banelings killed the marines and infestors mind controlled the thors. My army was too strong for my opponent and he was forced to concede. I love Neural Parasite.

 

Marines are in Trouble!


My next opponent was a Zerg who was trying out the Day[9] Funday Monday. Day[9] is a very popular Starcraft caster and has his own show. Each Monday he sets special limitations for players and players try to play with those limitations. The best matches are commented on his show. This week the limitation was that Zerg could only attack on creep. Knowing this I continued to expand and gain an economic lead since I knew he could not attack me. I had a huge lead in income with a gold base and ended up winning the game.

 

 

Doesn’t Hurt to Ask.


The following game against a Protoss has to be the strangest game I have ever played. At the beginning of the game he continued to attack with Zealots. I held off the attacks and continued to drone because I thought I was in the lead. However, the Protoss player set up cannons to take out destructible metal very early on and setup a hidden base. Since my opponent was only sending Zealots my way and did not even use warp gate technology, I did not suspect anything when I saw no expansion as I thought it was a new player. Underestimating my opponent cost me the game because he had three undetected star ports at his hidden base while I had no anti air. After destroying his main, I finally realized about his hidden expansion because he was smart to not reveal his air units. There were too many cannons and void rays for me to finish him off. I was forced to concede. While he did have an interesting strategy, if I had scouted his expansion earlier it would have been an easy victory. I cannot believe I lost to that!

 

Conclusion

Due to the season 2 lock, no real progress will be seen until the beginning of Season 3. Instead of gaining ranks as intended, I dropped from rank 5 to rank 8 and have just barely returned to rank 7 today. Overall I would say that playing very late at night has gotten the better of me the last 2 weeks. The sleepier you get, the slower your reaction time.

 

If there are any suggestions or feedback about this series, please let me know on the OnRPG forums  (http://www.onrpg.com/boards/) @ Abubakr (http://www.onrpg.com/boards/member-abubakr.html). Alternatively you may message me in Starcraft II (Abubakr, 109).

Conquer Online Releases Mounted Combat

Conquer Online Releases Mounted Combat

 

 

 

The big day is here for Conquer Online’s new Mounted Combat update! Arriving on July 28th, players will finally be able get their hands on the newest PK experience to hit CO!

 

An official video featuring the new combat of different classes has been released earlier today. Now take a look.

 

 

 

 

 

New PK Mode – Mounted Combat: Saddle Up & Fight!

 

No longer will you have to dismount to slay monsters, or to engage the hated enemies surrounding you! Just jump on your trusty steed and fight it out! Jump, swing, sprint, chop, whirl and even backflip, your character can do almost all these actions on horseback with just a simple click! Now, your mount can join in your battles, letting you experience a much faster pace of PvP gameplay! The mounted combat is sure to change how the tide of battle flows!

 

 

New Item – Riding Crop

 

Any mount can be tamed into a combat worthy steed, all you need is the power of the new Riding Crop! After equipping this new talisman, you will be able to cast any of your skills from horseback!

Maplestory Reveals Ice Knight PvP Mode

Nexon Introduces Ice Knight Battle Mode to MapleStory

 

 

Nexon has unleashed the Ice Knight upon Maplestory today, building upon the previously released Age of Battle content update. As part of the Chaos series of summer content updates for MapleStory, the Ice Knight adds an entirely new PVP game mode to Nexon’s side-scrolling action MMO.

 

Ice Knight is a king of the hill-style game mode where players band together to battle the fearsome Ice Knight. Ten players can start a match through the PVP area, Battle Square. When the match begins, one of the players is chosen at random to become the Ice Knight, and is then pitted against the nine other players. The Ice Knight receives a massive boost in power and has several unique abilities that can be unleashed when the Ice Gauge fills up. The heroes have 7 minutes to take down the Ice Knight before time runs out, which will be a challenging task.

 

Nothing Can Move the Ice Knight!

 

 

Exclusive MapleStory Content for Global MapleStory Players

So far this summer, the Chaos updates have brought Maplers the Age of Heroes, the Age of Artisans and the Age of Battle. Now there are whispers of the Age of Triumph coming to Maple World. Rumors abound of a new age where new quests, rewards and battle modes are revealed. What does the future hold for Maple World? Stay tuned for what new challenges await…

Project Blackout – Tactically Twitchy

Project Blackout – Tactically Twitchy

By Michael Sagoe (mikedot), OnRPG Journalist

 

 

 

SG Interactive is taking a departure from their usual bright and colorful online games to bring us a gritty and violent look at modern warfare with Project Blackout (PB). Released back in 2010, Project Blackout is a multiplayer online first-person shooter, which contains a mix between tactical and fast pacing. PB looks and plays very similar to many FPS games before it, but is it hiding something to make it worth the download?

 

Customization

When starting out, you’re not granted any customization options. You simply type in your desired player name and go. Once you check into the game’s item shop, you’ll find a hefty amount of different weapons, avatar models and other misc. items to choose from. The weapon selection is incredibly vast, but you can’t tweak or modify your weapons in any way, so if you were thinking about adding a nice little silencer or modified scope to that shiny new assault rifle you just bought, you can sort of forget that… unless, of course, the weapon you just purchased already has the features you were looking for.

 

 

PB also features the option to change your character’s look with avatar items, but these items are restricted to head items such as face paint, masks and hats, and avatar sets that completely change the look of your player model altogether, and just like the weapons available, none of these can be tweaked.  For such a modern game, it’s pretty disappointing that you’re only given access to bare bones customization options, and to make things worse, most of the customization is locked away from non-paying players, only being obtainable using points (real currency). The only other bit of customization available to all players would be the mission system and ACT ranks (Advanced Combat Training) that lets you tweak your character in various ways to fit your playing style.

Customization rating – 2

Controls

Controls for PB are typical of your standard first-person shooter. There isn’t even a tutorial at the start of the game, but if you’ve played just about any first person shooter title before this one, you’ll know exactly what to do: Use WSAD keys to move, mouse to aim and shoot, R key to reload, number keys to switch weapons, etc. The only slightly unique feature in PB’s control scheme is being able to trigger weapon functions using your MOUSE2 button, which lets you use various features of your weapon such as looking down the iron sights of your rifle, steadying your grip for increased accuracy while gimping your mobility, speeding up your ability to switch between two magazine cases, etc. All firearms seem somewhat accurate to their real life counterparts.

 

 

Controls rating – 3

 

Graphics

The visuals of PB are simply not up to snuff in comparison to other modern shooters out there. They may look nice from a distance, but taking a closer look will reveal dank and blurry textures all over the place. Shadow effects, light reflections and all other effects simply look plain and dated. The only decent part with PB’s visuals comes from the wacky action ragdoll that makes dead bodies flail like crazy. As an added touch, every time you get killed in battle, there’s a deathcam attached to the head of your character, so you can watch every moment of your flailing dead body in glorious first person view, which adds a bit of shits-and-giggles value.

 

Dying the way I lived!

 

Graphics rating – 2

 

Features/Gameplay

The core gameplay found in PB contains almost nothing out of the ordinary: Game modes available contain your standard matches including Team Deathmatch, Bomb Run, Elimination, etc. Nothing special or amazing regarding these modes since you can find them in just about every other multiplayer FPS game out there, but you can also play these modes with special conditions such as Sniper Rifle or Shotguns only. This adds a nice change of pace, but gets old quickly. There is one mode that I did manage to have a blast with, and that would be their recently added Dino Escape mode, where dinosaurs (controlled by live players) have to stop human players from escaping a Jurassic Park-Esque landscape, complete with a big ‘ol T-Rex.

 

Don’t worry, I can take it!

 

Battling out in PB also feels average at best: Run, shoot, stab, crouch and throw a grenade or two while cooperating with your teammates. No matter how much better or worse your weapon is compared to your enemy’s, one or two well-placed shots to the head can pretty much do you in, and with all the different weapons available, PB has a strange balance between luck and skill.

 

In terms of cash shop balance, it’s WAY off. There are so many different boosters you can purchase to give yourself hefty advantage over non-paying players, such as quick reloading, extra grenades, faster/slower respawning and even (get this…) weapon pick up.

 

 

That’s right. You know how most multiplayer FPS games have the option for you to pick up someone else’s gun if you’re out of ammo? Well you can’t do it here, unless you pay for it. The game literally takes features that are common with FPS titles and then sell them back to you… That right there made me pull out the WTF card.

Features/Gameplay rating – 2

 

Community

The community of players for Project Blackout seems to be pretty large and active. Lobbies for both the newbie and open channels are usually full during peak hours and there’s enough variety in interest for game types that you won’t have much of a problem find a room for a game type that you’re willing to play. Working with random public players is about as average as online gaming communities can get: Most players keep to themselves and seldom communicate with each other, but you will occasionally get some nice, supportive players here and there, as well as the occasionally trash talker/sore loser/troll.

Community rating – 3

 

Overall, Project Blackout is a functional online multiplayer FPS title base on modern warfare and that’s about it. There’s nothing much here that sets it apart from the competition and has some wonky balance issues on the side. Give it a go if you need a quick fix, but there are far better alternatives out there.